- Made the "Zombie MOD" optional, so we can decide if we like to build an executable with/without the appearance of zombies

o See: builddefines.h: #define ENABLE_ZOMBIES (then you can turn on/off Zombies in the ingame option screen)
o Poison system is still in the code and not combined with the option "Zombie MOD"
o Gamers reported on the Bears Pit, that an executable compiled WITH the Zombies mod enabled makes the game unplayable slow in tactical screen after a few minutes in turn based/realtime



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5356 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-07-04 10:30:13 +00:00
parent e8027d6663
commit f40e7fb118
42 changed files with 2827 additions and 2479 deletions
+4
View File
@@ -27,10 +27,12 @@ INT8 RTPlayerDecideAction( SOLDIERTYPE * pSoldier )
{
bAction = DecideAutoBandage( pSoldier );
}
#ifdef ENABLE_ZOMBIES
else if ( pSoldier->IsZombie() )
{
bAction = ZombieDecideAction( pSoldier );
}
#endif
else
{
bAction = DecideAction( pSoldier );
@@ -51,10 +53,12 @@ INT8 RTDecideAction(SOLDIERTYPE *pSoldier)
{
return( CreatureDecideAction( pSoldier ) );
}
#ifdef ENABLE_ZOMBIES
else if ( pSoldier->IsZombie() )
{
return( ZombieDecideAction( pSoldier ) );
}
#endif
else if (pSoldier->ubBodyType == CROW)
{
return( CrowDecideAction( pSoldier ) );